-The Dream Cancel Wiki has successfully upgraded it's wiki software and editing has returned. Tables for data have returned.

The King of Fighters '98 UMFE/Shingo Yabuki

From Dream Cancel Wiki
Jump to navigation Jump to search


Normal Moves

Close

  • cl. A/B/C/D are cancel-able.
  • cl. A/B are chain-able
  • cl. A: An elbow that hits mid.
  • cl. B: Hits low.
  • cl. C: Has very fast start-up and a great combo starter.
  • cl. D: A bit slower than cl. C.

Stand

  • Far A: Hits high and is cancel-able. Good for stopping hops.
  • Far B: Slower than far A, but has more range.
  • Far C: Incredibly slow downward punch that does nothing but reflect Shingo's novice fighting ability. Only use on accident.
  • Far D: A crescent kick that could act as a preemptive anti-air.

Crouch

  • cr. A/C/D are whiff/cancel-able.
  • cr. A/B are chain-able.
  • cr. A: Hits mid. Standard outward jab.
  • cr. B: Hits low. Fast low that could start combos.
  • cr. C: Rising uppercut that hits mid. Used to react against jumps and hops.
  • cr. D: Hits low. Soft knockdown.

Jump

  • j. B/D are both good cross-ups.
  • j. A: Ok air-to-air.
  • j. B: Downwards knee. Great jump-in from a hop. Instant-overhead.
  • j. C: Another good jump-in.
  • n. j. B: Knee is out horizontally instead of down and forward. Decent air-to-air.

Blowback Attack

  • CD: Soft knockdown, whiff/cancel-able. Has the slowest start-up out of him, Kyo, and Saisyu.
  • j. CD: Soft knockdown. Pretty good air-to-air.

Throws

Anvil Slam: (close) b/f + C

  • Shingo cleanly replicates Kyo's Hachi Tetsu throw
  • Regular knockdown

Unfinished Swift Shoulder Throw: (close) b/f + D

  • Shingo only does the "throw" part of Kyo's Issestsu Seoi Nage, pretty sloppy too.
  • Hard knockdown
  • Reverse knockdown

Command Moves

Poseur's Thundering Axe: f + B

  • Two-hit axe kick that is free-cancellable on the second hit
  • The second hit is NOT an overhead
  • Can combo into both hits from all cancel-able light attacks
  • Can combo into the second hit from heavy attacks
  • Second hit has a chance to be a CRITICAL HIT! It doesn't do more damage like other moves, but it does give you more time to cancel into something, especially DMs.

Special Moves

Fire Ball Unfinished Misery: dp + A/C

Spinning Kick Unfinished Misery: qcb + B/D

Wicked Chew Unfinished Misery: qcf + A

Poison Gnawfest Unfinished Misery: qcf + C

Shingo's "Metal Malleator": (close) dp + B/D

Shingo's Kick: hcf + B/D

Elbow Slam: qcb + A/C

Desperation Moves

Burning Shingo: qcb, hcf + A/C

Phoenix Flamer: qcf, qcf + A/C

Combos

Strategy & Tips

Videos



External Links

The King of Fighters '98 Ultimate Match Final Edition
System

FAQSystemControlsGuidesChangelistMatch VideosAdvanced StrategyTier ListsFrame Data & Hitboxes

Characters

Andy BogardAthena AsamiyaBenimaru NikaidoBilly KaneBlue MaryBrian BattlerChang KoehanChin GentsaiChizuru KaguraChoi BoungeChrisClark StillEiji KisaragiGeese HowardGoro DaimonHeavy D!HeidernIori YagamiJoe HigashiKasumi TodohKim KaphwanKingKyo KusanagiLeona HeidernLucky GlauberMai ShiranuiMatureMr. BigRalf JonesRobert GarciaRugal BernsteinRyo SakazakiRyuji YamazakiSaisyu KusanagiShermieShingo YabukiSie KensouTakuma SakazakiTerry BogardViceWolfgang KrauserYashiro NanakaseYuri Sakazaki

EX Characters

EX AndyEX BillyEX Blue MaryEX GeeseEX JoeEX KingEX KyoEX MaiEX RobertEX RyoEX TerryEX YamazakiEX YuriOrochi ChrisOrochi ShermieOrochi Yashiro